Ar7ific1al Posted March 15, 2008 Report Posted March 15, 2008 Is there a way to get rid of the water on Zanzibar? I need to do so in order to continue with my mod. Also, I'm having trouble with nulling out the trees, grass, and other plant life scenery. I nulled shaders, models, collision models, and everything from the scenery tags, and from HLMT tags, but still the trees are solid, have collision, are visible, and the grass, bushes, etc. are still there! lol
SmokiestGrunl Posted March 15, 2008 Report Posted March 15, 2008 For the water you could try using a water level changer and like sey it to 0 or a negative number. For your other problems I have no idea sorry.
Ar7ific1al Posted March 15, 2008 Author Report Posted March 15, 2008 ...I never thought about that... Damn lol thanks =P it sounds logical, it should work.
SmokiestGrunl Posted March 15, 2008 Report Posted March 15, 2008 ...I never thought about that... Damn lol thanks =P it sounds logical, it should work. No worries glad I could help.
nielsss Posted March 18, 2008 Report Posted March 18, 2008 to delete trees or any other stuff simply go into Entity, BSP Viewer, Enable all tags, Click on what you want to delete, Press "Delete" on ur keyboard.
Ar7ific1al Posted March 19, 2008 Author Report Posted March 19, 2008 Yeah, I know how to use the BSP viewer =P it doesn't allow you to select the trees, certain concrete chunks, or any of the rocks. I used a program called "BSP Scenery Mover" or somethin like that, but it doesn't let you do anything but move it, so I moved it all under the map (lol) and when I loaded it, it froze! XD So yeah, those are both ruled out.
iBotPeaches Posted March 19, 2008 Report Posted March 19, 2008 Most of that stuff is part of the BSP and cannot be removed no matter what.
Ar7ific1al Posted March 19, 2008 Author Report Posted March 19, 2008 I kind of figured as much. One or two of the trees are actually SCENERY, and not physically part of the SPSP lol it's... retarded, if you ask me =P I certainly don't want to start all over on a different map because of the trees lol I started a test on Coagulation, though. I got my Warthog to slide PERFECT, as if it were really on ice! lol and I messed around with the skin a good bit, just to see, you know, what I should do to make the Facility (hex edited internal map name of my Zanzibar mod) skin better... I extracted the grass, grass detail, coag ground, cliffs, land slide, and cliffs top and opened them all in Photoshop 7.0 and just edited the hue/saturation, brought the lightness up all the way, then picked a perfect, very light sky blue tint, and painted it over with the paint bucked xP what would happen if I got rid of the bump maps? O.o would it be like... flat? smooth? lol that would be strange to have the dirt not look like... well, dirt! lol Anyways, Coag is really bright right now ̡̉_̡̉ and I changed the footsteps of grass and dirt to that of marble (used by the ice, I found, and also by glass) and I also changed the jumping sounds, it sounds great, just like ice! lol haven't tested with the elite, yet, though, I'll do that later. If anyone has any ideas as far as makin the trees at least not visible, tell me, please! lol (don't tell me to null the shaders, I tried to null shaders, collision models, and models from everything linked to trees, and they all remained visible, with collision) I'm gonna get back to experimenting and testing with new things, I got a clip of a SBSP entity plugin someone is researching, somethin about SBSP surface material responses =P gonna give that a shot. Later, people!
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